OsAvatarPlayAnimation

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{{osslfunc
 
{{osslfunc
 
|threat_level=VeryHigh
 
|threat_level=VeryHigh
|function_syntax=void osAvatarPlayAnimation(key avatar, string animation)  
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|permissions=false
 +
|delay=0
 +
|function_syntax= osAvatarPlayAnimation(key avatar, string animation)  
 
|ossl_example=<source lang="lsl">
 
|ossl_example=<source lang="lsl">
//Example Usage:
+
//
default {  
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// osResetAllScripts Script Example
  touch_start(integer num)  
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//
  {
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    string anim = llGetInventoryName(INVENTORY_ANIMATION, 0);
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default
    osAvatarPlayAnimation(llDetectedKey(0), anim);
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{
  }
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    state_entry()
}  
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    {
 +
        llSay(PUBLIC_CHANNEL, "Touch to see osAvatarPlayAnimation usage.");
 +
    }
 +
 
 +
    touch_start(integer number)  
 +
    {
 +
        string animation = llGetInventoryName(INVENTORY_ANIMATION, 0);
 +
        osAvatarPlayAnimation(llDetectedKey(0), animation);
 +
    }
 +
}
 
</source>
 
</source>
 
|description=This function causes an animation to be played on the specified avatar.  
 
|description=This function causes an animation to be played on the specified avatar.  
  
The variable ''animation'' can be either the name of an animation within the task inventory, or it can be the animation's UUID.
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The variable ''animation'' must be the name of an animation within the task inventory. For security reasons, UUIDs are not allowed here.
  
 
Instead of the name of an animation in the prim's inventory, you can also use the names of the viewer's [http://wiki.secondlife.com/wiki/Internal_Animations built-in animations].
 
Instead of the name of an animation in the prim's inventory, you can also use the names of the viewer's [http://wiki.secondlife.com/wiki/Internal_Animations built-in animations].
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changed(integer change)
 
changed(integer change)
 
{
 
{
  if (change & CHANGED_LINK)
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    if (change & CHANGED_LINK)
  {
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    {
    key user = llAvatarOnSitTarget();
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        key user = llAvatarOnSitTarget();
    osAvatarStopAnimation(user, "sit");
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        osAvatarStopAnimation(user, "sit");
    osAvatarPlayAnimation(user, anim);         
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        osAvatarPlayAnimation(user, anim);         
  }
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    }
 
}
 
}
 
</source>
 
</source>
 
|
 
|
 
}}
 
}}
 
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== See Also ==
====See Also====
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* [[osAvatarPlayAnimation]]
*[[osAvatarStopAnimation]]
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* [[osAvatarStopAnimation]]
 +
* [[OSSL_Script_Library/OSSL_Poseball|OSSL_Poseball script]]

Latest revision as of 19:38, 5 December 2020

osAvatarPlayAnimation(key avatar, string animation)
This function causes an animation to be played on the specified avatar.

The variable animation must be the name of an animation within the task inventory. For security reasons, UUIDs are not allowed here.

Instead of the name of an animation in the prim's inventory, you can also use the names of the viewer's built-in animations.

osAvatarPlayAnimation does not perform any security checks or request animation permissions from the targeted avatar.

Threat Level VeryHigh
Permissions Use of this function is always disabled by default
Extra Delay 0 seconds
Example(s)
//
// osResetAllScripts Script Example
//
 
default
{
    state_entry()
    {
        llSay(PUBLIC_CHANNEL, "Touch to see osAvatarPlayAnimation usage.");
    }
 
    touch_start(integer number) 
    {
        string animation = llGetInventoryName(INVENTORY_ANIMATION, 0);
        osAvatarPlayAnimation(llDetectedKey(0), animation);
    }
}
Notes
When using this function in an object that requires the user to sit on the object (like a chair,or a poseball), you will need to stop the sit animation by including the following snippet:
changed(integer change)
{
    if (change & CHANGED_LINK)
    {
        key user = llAvatarOnSitTarget();
        osAvatarStopAnimation(user, "sit");
        osAvatarPlayAnimation(user, anim);        
    }
}


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